What if we took our current Armor system, but tweaked it? Its not really Battletech after all...
There has been some discussion about setting up Ferro Fiberious to reduce damage, but how about this:
Change the armor system itself so not only do you increase your armor level, but that represents your damage resistance?
Even at 2x Armor as we have now for numbers, no mech can become truly invulnerable - but we just set how to have each mech attain relatively decent durability without guaranteeing its impossible to kill it. Some such as the mighty Atlas becomes feeling seemingly invulnerable, but you can ultimately be killed.
The idea works like this;
Keep the segmented armor.
The number per segment represents your total HP and resistance on that part.
The Torsos are balanced, so the % effectiveness is balanced between them, taking the ammount you put on /max for the effectiveness of it.
The resistance is the reduction in damage taken on that segment.
This leaves certain segments of the mech as a venerable "weak spot" while others become toughened up and harder to tear off.
Take my Catapults for example.
Typically its 18 Head, 60 CT 22 CTR, 40 Torsos and 20 rear with 40 Arms and 50 Legs.
If we do a straight cut as that as damage resistance my CT becomes the most durable, shrugging off
In theory, changing that I'd double my life expectancy in fights.
The Atlas' typical CT of about 100 armor would be able to block 80%, where the rear only covers 5% leaving a weak spot to exploit.
Perhaps not a literal cut on it however then, but have the different tonnages of mechs determine the armor's effectiveness, or tweak it a partial amount, but keep up the basic idea.
Thanks to Artgathan
Artgathan, on 22 July 2013 - 01:43 PM, said:
I meant the armor total per section (not for the entire mech) - so those 100 center armor points would be weighted against the total 124 armor points that the Atlas could potentially have in the CT. This would allow mechs to have comparable levels of "hardness" and increase survivability across the board instead of just in the Heavy / Assault class.
Toying with Tonnage as the value of effectiveness it would leave lights vulnerable while assaults are tough as nails with Mediums and Heavies somewhere in the middle for their worth.
Oh, and I know this'll mean Ammo will need doubling, easy. to 300% ammo for our 200% armor and resistance, at minimum.
EDIT: In this system, Ferro could be used to increase the effectiveness of that resistance too, making it a desired option for some mechs.
Thoughts? Comments? Could this work?
I know its only treating the symptom of fundamental flaws in this game - and in a really crazy way - but still this might be enough... maybe.
Edited by Unbound Inferno, 22 July 2013 - 01:55 PM.